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Everything posted by -Seo
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I'm saying where's the arcsys experimentation with the character.
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I'd rather have the amount of changes the other characters have had. This is some boring (and irrelevant) shit they're changing. Where's the experimentation?
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Apparently you can't do 2DA>6DA midscreen, but you can 2DA>5DA>66>5A>stuff. We didn't really get anything changed from the sounds of things so far. Just more nerfs
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j.214B
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Kagura Gameplay/Discussion Remember to stay on topic and keep it related to Kagura and his gameplay only. The wiki contains useful information about Kagura, such as his normals, specials, frame data, etc., so check there often! Discussion related to matches, players, and combos are allowed. Questions are asked in this thread -> Kagura Mutsuki Q&A/FAQ thread Take story discussion here -> BBCP Story Discussion Take all off-topic Kagura discussion to the Kagura Mutsuki group here -> Kagura Mutsuki General Confirmed Version 2.0 Changes Ryuujinshou ([2]8x) now has a B version. B version is head invuln, C version is fully invuln B Ryuubakusen ([4]6/B) is changed. The number of hits increases with traveled distance Stance specials can now be canceled into Crush Trigger, Overdrive,Ryuuha: Gokuenjin ([4]1236C) and astral. 6DC>2DB works midscreen 2DA now causes a bounce effect on hit, no longer hard knockdown. 2DC's second hit causes spinning stagger on ground hit 6A causes ground bounce on air hit 3C has reduced recovery 6DB causes knockdown on hit, no longer bounces opponent CH6C launches the opponent at a diagonal angle OD6DC no longer has SMP, now slides on hit 5DC wallbounce is shorter. CH6C now wallbounces, gives hard knockdown If only the first hit of multi hitting stance moves hits (second hit whiffs), it can now go into other stances 5DA has decreased recovery 6DA has reduced recovery CH2DB is no longer emergency techable 6DA has increased invuln before the strike Midscreen CH5DC now has a stronger wallbounce, 6C followup possible. 6DC now has full projectile guard. No longer still loses health. 6DC no longer air unblockable
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Remove the 6B and you get 4055. A whole 3 damage more! It's a universal combo anywho. Also easy 7K from 5C in the corner: 5C>2DB(1)>rc>2C>5C>6DC>2DA>(delay)5DA>66>6B>5C>6DC>2DC>[4]6B>6C>6DC>Zangaoushou 7093DMG. Builds 19 meter. Need to delay the 5DA so it comes out immediately on the ground, real easy to get used to. You can apply this route to a few other combos too.
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CS2 changed the OP in arcades and was a free update for consoles.
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BlazBlue Question Thread - Ask your questions here!
-Seo replied to KayEff's topic in BlazBlue Gameplay
I think you do still have the landing recovery if you land before the active frames. Tested it with Kagura j.C. -
5DC(ch)>2DA>j.6D1D>3C>6DC>2DC>5DA>[4]6B>2C>5C>6DC>2DB is 5278 DMG. Works even with your back right to the corner, just needs the smallest of delays on 2DA to do, but it's easy to get a feel for it. Might not work on larger characters like Tager though, haven't checked. If you're slightly out of the corner you can do 5DC(ch)>[4]6A(w)>6B>5C>6DC>2DA>j.1DD>3C>6DC>2DC>[4]6B>2C>6DC>2DB for 5265 DMG. If you're right in the corner you should do 5DC(ch)>[4]6A(w)>5BB>5C>6DC>2DC>[4]6B>5C>6DC>2DA>j.1DD>3C>2DB for 4628DMG.
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Assuiming you have stances left, you could 5DC(ch)>2DA>6DA>5B>3C>6DC>2DC>[4]6B>5C>6DC>2DB. You might be able to do 5DC(ch)>2DA>j.6D4D>3C>6DC>2DC>5DA>[4]6B>2C>6DC>2DB. Not sure if they'd be at the right height to get 3C after 2DA stance cancel though, would need to test it.
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Corner 2DA is easily the best ender. A delayed B orb after it prevents rolls, doesn't pick up for SMP, so you're forcing them into the orb for some actual mixup. If they roll/delay tech too long, you can just loop a [4]6B(hit)>5BB>5C>6DC>5DA>2DA>delay[4]6B over and over. Still have to be aware of wakeup reversals though.
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Depends on what move you're going into oki from, but the most common thing I see Kaguras mess up on is A/B orb oki after 2DB in the corner. This one is actually real simple, and depends on what kind of reversal a character has. Take Ragna for example, after the 2DB ender in the corner, you'd opt for an A orb, because if he does DP on wakeup, you're safe, but if you do B orb he can DP and catch the recovery of the orb. Then there's characters like Jin, who you want to B orb if they have less than 25 meter, as c.DP is much too slow to catch you doing the orb and gives you a free CH, while his d.DP will beat B orb. Of course, this all assumes the person is emergency teching and not delay teching. If someone is delay teching your A orb so it goes off screen, use a B orb next time, then when they start emergency teching the B orb, use an A orb or a delay A orb. tl;dr - Know your opponents wakeup options and adapt accordingly. Wake-up supers > B orb.
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I assume you mean the first CH2C combo? It pretty much needs to be done as quick as possible for the 6DC to hit after the second 5C, but you're better off just ommiting the 2C after the CT, only lose 100 damage from doing so I think.
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The delay after 5DA is a little awkward. You can omit the 5DA and just do 2DC>[4]6A>5A>6B>5C though to make it easier to hit, damage loss isn't significant.
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Two simple CH 2C combos in the corner. 2C(ch)>6DA>5DA>44>3C>CT>2C>5C>6DC>2DC>[4]6B>5C>6DC>2DA>j.1DD>3C>Super 7542DMG 2C(ch)>6DA>5DA>44>3C>CT>5C>6DC>2DC>[4]6B>5C>6DC>2DA>j.1DD>3C>cOD>6C>Super 8215DMG 5C adds 100 extra damage to each, but needs to be done much closer to the opponent. Can probably get more damage from the second one I think. 6C(ch)>2C>5DA>2DA>6DA>5B>3C>2DC>6DC is around 4.2k with your back to the corner 6C(ch)>2C>5DA>2DA>6DA>5B>3C>6DC>2DC>[4]6B>2C>2DB is about 5.2k midscreen + corner carry.
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Seems like there's a lot more character specific stuff this time around. I'll go through each and every combo tomorrow to get some extra details on everything and cut out some of the clutter.
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I think the startup on Kaguras [4]1236C super got nerfed slightly. He can't do the stance super>charge super link anymore.
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Mistake on my part. It's Tager only. That being said, I can't seem to get the 2DA>Super to work, he techs right after the 2DA. I've changed it to exclude the 5DA for now though. The B orb needs to be delayed a slight bit still.
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6C>CT>5C>5DA>6DC>2DC>[4]6B>5C>6DC>2DA>j.1DD>3C>cOD>3C>6DC>Super is 8.3k if you're after a challenge mode combo.
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Information If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Kagura. Also refrain from using move names and abbreviations. Please refrain from going off topic in this thread. This thread is for posting of combos only. Only the most optimal combos will be listed in this thread. Collapsed: General Notations Used: [table]>Gatling/cancel the previous move into the following move.,Link the previous move into the following move.|>After landing.jJumpsjSuper JumpadAir DashiadInstant Air DashjcJump CancelsjcSuper Jump CanceldcDash CancelCHCounter HitFCFatal CounterRCRapid CancelODOverdrivecODOverdrive Cancel[ ]Hold Input(N)Attack must deal N amount of hits.[???] xNRepeat ??? N amount of times.[/table] Collapsed: Guide Specific Notations Used: Notations in red are for prefixes only. Notations in blue are for suffixes only.[table]c.The attack must be used as close to the opponent as possible.f.The attack must be used as far away from the opponent as possible.[sS]Side Swap combo[CO]Crouching Opponent[AA]Anti-air or Air-to-Air[RP]Roll Punish[HP<N%]Player HP less than N% required before combo start. Needed only for Overdrive combos.[N%]Player Heat % required before combo start.[N/N%]Damage/Heat Gain %[/table] Mid-screen: Starters : 2A>2B>3C>2DC>5DA>6DC/Super 1979DMG/2849DMG 2A>2B>3C>2DC>5DC>[2]8C 2653DMG 2A>2A>5B>2B>3C>2DC>5DA>6DC 1699DMG 6A>[4]1236C 2187DMG 6A>rc>6B>3C>2DC>[4]6A>5B>3C>6DC>2DB 2949DMG 6A>rc>6C>6DA>665B>3C>6DC>2DC>[4]6B>5C>5DA>2DA>6D1D>3C>6DC>(28C/super) 4013 (5113) DMG Starters : 5B>B>3C>2DC>5DA>dl[4]6A>5B>3C>2DC>6DC/Super/[2]8C 2583DMG/3611DMG/3013DMG DOES NOT WORK ON HAKUMEN 5B>B>3C>2DC>5DA>66>5A>5B>B>[4]6A>5B>3C>2DB 2474DMG HAKUMEN ROUTE 5B>B>3C>2DC>5DA>dl[4]6A>5A>6B>5C>6DC 2565DMG 5B>B>3C>2DC>5DA>dl[4]6A>5A>6B>5C>6DC>2DA>1DD>3C>6DC>2DB/Super 3210DMG/4157DMG NEAR CORNER ONLY 5B>B>3C>2DC>5DA>dl[4]6A>5A>6B>5C>6DC>2DA>1DD>3C>5DC>[2]8C 3419DMG NEAR CORNER ONLY Starters : 5C>2DB(1)>rc>2C>5DA>2DA>j.6DA>5B>3C>2DC>5DC>[2]8C 5051DMG 2C>2DB(1)>rc>5DA>2DA>j.6DA>5B>3C>6DC>2DC>[4]6B>5C>6DC>2DB 5226DMG 5C>2DB>rc>6C>6DA>2DA>1DD>dash3C>2DC>6DC/5DC>[2]8C 3963DMG/4766DMG 5C>2DB>rc>6C>6DA>3C>5dA>2DA>6D4D>3C>2DdlB 3935DMG 5C>2DB>rc>6C>6DA>[4]6B>3C>5DA>2DA>6D4D>3C>dl2DdlB 4406DMG 5C>2DB>rc>6C>6DA>2DA>5D6A>66>5A>6B>5C>6DC>dl2DB 4240DMG DOES NOT WORK ON JIN, ARAKUNE, LITCHI, HAZAMA, TERUMI, OR HAKUMEN 5C>2DB>rc>6C>6DA>[4]6B>2DC>[4]6A>5B>3C>2DB 4235DMG 5C>2DB>rc>6C>6DA>6B>5C>6DC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>[2]8C/Super) 5343DMG,(5789DMG/6443DMG) NEAR CORNER ONLY 5C>2DB>rc>6C>6DA>3C>6DC>2DC>5DA>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>[2]8C/Super) 5406DMG (5577DMG/6506DMG) 5C>2DB>rc>5DC>2DA>6DA>5B>3C>6DC>2DC>[4]6B>(2C>2DB/5C>6DC>Super) 5120DMG/6240DMG Starters : 5DB>2Ddl6C>6DC/Super 2810DMG/3602DMG 5DB>Super 3304DMG 2DA>dl6DA>5B>3C>2DC>[4]6A>5A>6B>5C>6DC(>2DB/Super) 3499DMG (3681DMG/4599DMG) 2DA>dl6DA>5B>3C>2DC>[4]6A>5B>3C>6DC 3423DMG 5DAfc>66>5C>2DC>[4]6A>5B>B>6C>6DA>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>Super) 4175DMG (5275DMG) 5DAfc>44>6C>6DA>3C>6DC>2DC>[4]6B>2C>5C>6DC>2DA>j.4DD 4262DMG 5DAfc>66>5C>5DC>2DA>dl6DA>dash5A>6B>5C>6DC>2DC>[4]6A>5C>6DC(>Super) 4333DMG (5433DMG) 5DAfc>66>5C>5DC>2DA>dl6DA>dash5A>6B>5C>6DC>2DC>[4]6B>6C>6DC(>Super) 4521DMG (5621DMG) 5DCch(ground)>6DdlB>2DC>[4]6A>5B>3C>2DB 3236DMG 6DB BEFORE THEY HIT WALL 5DC(air)ch>6DdlA>5B>3C>2DC>[4]6A>5B>3C>2DB 3302DMG 6DA WHEN THEY HIT WALL 5DC(air)ch>6DdlA>6B>5C>6DC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>Super) 5102DMG (6202DMG) Special Starters : [2]8Cch>[4]1236C 2273DMG Throw Starters : Throw>[4]6A>6C>6DA>2DA>1DD>3C>2DdlB 3126DMG Throw>[4]6A>6C>6DA>2DA>1DD>dash3C>2DC(>Super) 3153DMG (4253DMG) Throw>2C>2DB 2181DMG Throw>6C>6DA>3C>2DC>5DA>[2]8C 3503DMG Throw>6C>6DA>3C>2DC>6DC 2981DMG Throw>6C>6DA>[4]6B>3C>6DC>2DC>Super 4493DMG Overdrive Combos : 100% 5C>2DBrc>OD>3C>6DC>2DC>6DA>2DA>Super 5454DMG 5DB>2DBrc>OD>3C>6DC>2DC>6DA>2DA>Super 5161DMG Throw>[4]6A>OD>3C>6DC>2DC>6DA>2DA>Super 4866DMG Airthrow>cOD>6DC>2DA>Super 4186DMG 2DA>rcOD>dash5B>3C>6DC>2DC>2DA>Super 4973DMG 2DA>j.6DA>5B>3C>2DC>[4]6A>5B>3C>ODc>6C>6DA>Super 5210DMG Throw>ODc>6DC>2DA>Super 4196 DMG 6DB>2DC>[4]6A>5B>3C>ODc>6C>6DC>Super 4595DMG j.B>5B>3C>ODc>Dash6B>5C>6DC>66>6B>5C>6DC>2DC>5DA>[4]6B>6C>6DA>2DA 3652DMG 50% 5C>2DB>rcOD>3C>6DC>2DdlA>5D6C>66>2C>5DA>2DC>[4]6B>3C>Super 6857DMG 2DA>rcOD>5B>3C>6DC>5DC>44>dash2C>5DA>2DC>[4]6B>3C>Super 5904DMG 2DA>rcOD>3C>6DC>5DC>44>dash2C>5DA>2DC>[4]6B>6C>6DA>Super 6467DMG 5DB>2DB>rcOD>3C>6DC>2DC>[4]6B>3C>5DC>2DA>Super 5661DMG 2C>2DB(1)>RCOD>5B>3C>6DC>2DC>6DB>5DC>2DA>j.5DA>Super 5700DMG 2C>2DB(1)>RCOD>5B>3C>6DC>2DC>6DA>5DC>2DA>j.6DA>5DA>Super 5869DMG 2C>2DB(1)>RCOD>3C>2DC>5DC>[4]6B>5C>6DC>2DA>j.6DA>Super 6401DMG 2C>2DB(1)>RCOD>3C>5DC>[4]6B>6C>6DA>2DA>j.6DA>5DA>Super 6106DMG 5DB>2DB(1)>rcOD>2C>2DC>5DC>[4]6B>6C>6DC>2DA>Super 5698DMG 10% 2C>2DB(1)>rcOD>3C>6DC>2DA>j.5D6C>66>2C>5DA>2DC>[4]6B>6C>6DA>Super 7025DMG 6DB>2DB>rcOD>3C>6DC>2DA>j.5D6C>66>2C>5C>2DC>[4]6B>6C>66>5C>Super 6523DMG 2DA>6DA>rcOD>Dash6B>5C>6DC>5DC>44or66>2C>5C>2DC>[4]6B>6C>6DA>D28D 6720DMG CT>OD>Dash5C>6DC>2DA>j.5D6C>66>2C>5DA>2DC>[4]6B>6C>6DA>Super 7011DMG Corner: Starters : 2A>2B>3C>6DC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>[2]8C/Super) 3592DMG (4093DMG/4692DMG) 6A>rc>6C>6DC>2DC>[4]6B>5C>5DA>2DA>6D1D>3C>6DC>2DB 4429DMG 6A>rc>6C>6DC>2DC>[4]6B>5C>5DA>2DA>6D1D>3C>cOD>2C>6DC>super 6018DMG Starters : 5B>B>3C>6DC>2DC>5DA>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>[2]8C/Super) 3844DMG (4323DMG/4944DMG) 5B>B>3C>6DC>2DC>[4]6B>5C>2DA>j.6DA>5DA>44>>3C>6DC>2DB 3913DMG 5B>3C>CT>2C>5C>6DC>2DC>[4]6B>5C>6DC>5DA>2DA>[2]8C 5026DMG 5B>3C>6DC>2DC>[4]6B>2C>5C>2DA>j.6DA>5DA>44>3C>6DC>2DB 4166 DMG 5B>3C>6DC>2DC>[4]6B>6C>2DA>j.4DD>2C>5C>6DC>5DA>2DB 4063 DMG 5B>3C>6DC>2DC>[4]6B>2C>5C>2DA>j.6DA>5DA>44>3C>CT>3C>6DC 4349 DMG 5B>3C>6DC>2DC>[4]6B>5C>6DC>5DA>66>3C>5DC>6C>2DA>j.6DC 4303DMG 6B>3C>CT>2C>5C>5DA>6DC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>6DC>Super 7230DMG Starters : 5C>2DB>rc>2C>5C>6DC>2DC>5DA>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>[2]8C/Super) 5749DMG (6330DMG/6854DMG) 2C>2DB(1)>RC>6C>2DA>j.4DD>2C>5C>6DC>2DC>[4]6B>5C>6DC>5DA>Super 6396DMG 2C(ch)>6DA>5DA>44>3C>CT>2C>5C>6DC>2DC>[4]6B>5C>6DC>2DA>j.1DD>3C>Super 7542DMG j.C>rc>j.C>3C>6DC>2DC>[4]6B>5C>2DA>j.6DA>5DA>44>3C>6DC>2DB 4516DMG 6C>CT>2C>5C>6DC>2DC>5DA>B Orb>5C>6DC>2DA>j.1DD>3C>6DC>Super 7714DMG Starters : 2DA>1DD>5B>B>5C>6DC>2DC>5DA>[4]6B>2C>5C>6DC>2DB/Super 4612DMG/5488DMG 2DA>1DD>5B>B>5C>6DC>2DC>[4]6B>5C>2DA 4085DMG 5DB>6DdlC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>Super) 4446DMG (5546DMG) 5DB>j.4DD>5B>3C>6DC>2DC>[4]6B>5C>6DC>2DA>Super 5028DMG 6DB>5DC>2DA>[4]6A>5B>3C>6DC>2DC>[4]6B>5C>6DC>5DA>Super 5757DMG 6DB>2DC>5DC>5C>2DA>6DA>5DA>44>3C>6DC>2DB 4599DMG Special Starters : CH[2]8C>3C>6DC>2DB 2241DMG CH[2]8C>3C>cOD>5C>6DC>2DA>j.6DA>Super 4276DMG Throw Starters : Throw>5C>6DC>2DC>[4]6B>6C>2DdlA>1DD>3C>6DC(>Super) 4120DMG (5240DMG) Throw>5C>2DC>[4]6B>6C>2DA>j.4DD>3C>6DC>Super 4936DMG Throw>2C>5C>6DC>2DC>[4]6B>6C>2DA>j.6DC>Super 5266DMG Overdrive Combos: 100% 6B>3C>CT>2C>5C>6DC>2DC>[4]6B>2C>5C>ODc>6C>6DA>Super 7144DMG j.C>6B>3C>CT>2C>5C>6DC>2DC>[4]6B>5C>ODc>6C>6DA>Super 6126DMG 5BB>3C>6DC>2DC>[4]6B>OD>6B>5C>5DC>66>6C>2DA>Super 5231 DMG 6B>3C>CT>5C>5DA>6DC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>cOD>3C>6DC>Super 7802DMG 2C(ch)>6DA>5DA>44>3C>CT>5C>6DC>2DC>[4]6B>5C>6DC>2DA>j.1DD>3C>cOD>6C>Super 8215DMG 90% CHc.5C>CT>3C>6DC>2D>[4]6B>5C>6DC>2DA>j.1DD>3C>cOD>5C>6D~C>5D~A>Super 8304DMG 50% 2C>2DB(1)>RCOD>5B>3C>6DC>2DC>6DB>5DC>2DA>j.5DA>Super 5700DMG 2C>2DB(1)>RC>2C>5C>6DC>2DC>[4]6B>2C>5C>ODc>6C>6DA>2DA>Super 6959DMG 5C>2DB(1)>RC>2C>5C>6DC>2DC>[4]6B>2C>5C>ODc>6C>6DA>2DA>Super 7059DMG 5C>2DB>rcOD>3C>6DC>5DA>2DA>5DC>66>2C>5C>2DC>[4]6B>5C>Super 7197DMG 2DA>6DA>rcOD>2C>5C>6DC>5DA>5DC>44>5C>2DC>[4]6B>5C>Super 6827DMG 2DA>rcOD>3C>6DC>5DA>5DC>66>2C>5C>2DC>[4]6B>5C>Super 6527DMG 6A>rcOD>5B>3C>6DC>5DA>2DA>5DC>44>5C>2DC>[4]6B>5C>Super 5721DMG 6DB>5DC>rcOD>2C>5C>6DC>5DA>44>2C>5C>2DC>[4]6B>6C>2DA>Super 6980DMG 5DB>rcOD>3C>6DC>dl2DC>5DC>[4]6B>6C>2DA 5821DMG TAGER ONLY 40% 2DA>6DA>rcOD>2C>5C>6DC>5DA>5DC>44>5C>2DC>[4]6B>6C>66>5C>Super 7041DMG 5C>2DB>rcOD>3C>6DC>5DA>2DA>5DC>66>2C>5C>2DC>[4]6B>6C>66>5C>Super 7416DMG 6DB>5DC>rcOD>2C>5C>6DC>5DA>44>2C>5C>2DC>[4]6B>6C>2DA>6DA>Super 7125DMG 2DA>rcOD>3C>6DC>5DA>5DC>66>2C>5C>2DC>[4]6B>6C>66>5C>Super 6746DMG 10% 6DB>5DC>rcOD>2C>5C>6DC>5DA>44>2C>5C>2DC>[4]6B>6C>2DA>6DA>Super 7126DMG 2DA>6DA>rcOD>2C>5C>6DC>5DA>6D>5DC>44>5C>2DC>[4]6B>6C>66>5C>Super 7311DMG
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3C>2DC>[4]6A>5B>3C>2DC with a B orb for oki if you're midscreen and want something simple. 3C>2DC>[4]6A>5BB>5C>6DC>2DB with an A orb for oki if you're not too for from the corner and want to push them to it 3C(CH)>6C>6DA>2DA>[4]6B>3C>6DC>2DB if you know you'll hit 3C CH, easy corner carry here. Can replace 3C with 6B(CH)>6C. This pretty much applies for both 5B and 6B starters too (5BB>3C/6B>3C) in terms of basics.
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BBCP 1.1 Kagura Mutsuki OD Combos by Takenoko